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'Combat Mission Shock Force: Marines' - v1.11 Patches Available NOW

Combat Mission Shock Force: Marines is the first of several planned expansions of the Combat Mission contemporary warfare setting. This, first Module, adds a significant number of new formations, units, weapons, equipment and vehicles for both the US and Syrian sides, as well as brand new missions, maps and a campaign focusing on the US Marine Corps. General game engine improvements (such as TacAI changes, tweaking cover values and so on) are being included as well.

Turn-based action is pre-computed with a "blue bar" before the action is displayed. This allows for improved performance of large battles on older computers, and for convenient "skipping ahead" in the early turns of a battle before enemy contact.

The Fast-forward and Rewind buttons normally change time by 5 seconds, but will change by 10 seconds if the Control key is pressed, and 20 seconds if the Shift key is pressed.

Incoming rounds from air support attacks are displayed at the correct elevation.

Moving vehicles sound better in email replay.

Cease-fires and surrenders activated in mid-replay don't "forget" what happened later in replay when calculating victory.

Correct animation is shown after a soldier switches weapons.

Corrected a problem that sometimes caused unbuttoned vehicle crewmen not to be shown in replay.

Corrected a rare case where, after replay, a casualty could be shown using the animation he had just before becoming a casualty.

Vehicles

Improved pathfinding and obstacle avoidance.

Vehicle secondary explosions do not continue for too long in email games.

Improved coordination between the rotations of vehicle hulls and turrets.

Fixed a bug that sometimes caused vehicle ammo to increase.

Stryker MGS uses an improved APFSDS round, the M900, rather than the M833.

LAV-25 will use its coax MG, not its 25mm cannon for "Target Light".

LAV-A2 series armor thickness reduced.

Modified ammo loadouts on early-model T-72 tanks.

MTVR trucks have a new floating icon image.

In the M7A3 Bradley BFIST and the M1131 Stryker FSV, if an artillery or air spotter/observer/controller is riding as a passenger, he will switch seats with a vehicle crewman so he can use the vehicle's powerful FS-3 optical equipment. Note that the vehicle must unbutton to use the FS-3.

The Platoon HQ Stryker ESV, with only one crewman (a driver) will use its MG if a passenger is aboard to man it.

Corrected a problem that sometimes caused ricochets off vehicle armor not to be displayed.

Fixed "twitchy" vehicle movement when moving to a destination very close to another vehicle.

Crews will not retain a pop-smoke targeting order after bailing out of their vehicle.

Fixed a potential problem with a BMP-3 crew re-entering the vehicle but then not using its weapons.

Passengers consistently close the rear doors on the LAV-25 when required.

When a vehicle driver is hit, another crewman takes his place even if there are passengers on the vehicle.

Increased time penalty for reloading a vehicle-mounted weapon with a destroyed autoloader.

Light vehicles have tighter suspensions.

Infantry

Improved soldier pathfinding.

Soldiers can "fire on the move" when inside buildings.

Fixed a bug that could make soldiers moving in a building suddenly drop down a level, or stand too close to the walls.

When a squad splits into teams, the teams divide ammo amongst themselves more evenly.

Corrected a problem where a soldier could become "stuck" moving up a steep slope.

When a squad splits into teams and later reforms, its original targeting orders from before the split won't still be active.

Accuracy of marksmen slightly increased.

Split squads reform when aboard vehicles.

Grenade throwing between adjacent levels in a building works better.

RPG-16 reloads correctly.

A slight difference in elevation will not prevent soldiers moving from rooftop to rooftop.

Corrected a problem where soldiers could lose a weapon recently acquired from a vehicle on the next turn of an email game.

TacAI

Improved infantry team evasive movement logic.

Soldiers with area-fire orders are better at taking aimed shots at individual enemies who subsequently appear in the targeted area, especially in buildings.

Suppressive fire: when you order direct fire at an enemy infantry unit, and that enemy unit later disappears from sight, the target order is not immediately canceled. Instead, your unit will continue to area-fire sporadically at the enemy's last known location for a short time if the LOS is sufficiently clear for area-style targeting (note that sometimes it won't be). Volume of fire is lighter versus open terrain, and shots will be taken at other targets of opportunity as usual. If the enemy reappears, it will again be targeted directly. If it does not reappear for about 45 seconds, the target order is canceled. A similar behavior applies to individual soldiers who have fired on enemy infantry without targeting orders from the player. They will continue to area-fire at their target's last known location for about 30 seconds.

Soldiers are better at moving to advantageous firing positions inside a building.

When appropriate, vehicles will attempt to "shoot and scoot" in cases like a BMP-1 where the guided missile takes a long time to reload.

Grenadiers are more willing to use their rifles, not just the grenade launchers.

Hunting units are not so quick to halt if they encounter distant explosions.

Troops crawling behind a wall won't go up to kneeling/firing position while waiting for teammates to catch up.